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<blockquote data-quote="Raven Crowking" data-source="post: 3834182" data-attributes="member: 18280"><p>Time is only a resource where the passage of time means something. </p><p></p><p></p><p></p><p>When we discuss the 15-minute adventuring day problem, I assume that we can agree that it is caused (in part) by expenditure of resources that the players deem important faster than verisimilitude allows for. It doesn't necessarily have to be spent in 15 minutes, nor does it necessarily have to be spent in 1 round. It just has to be spent more quickly than is desireable, followed by the PCs resting to recover it.</p><p></p><p>I am assuming that you are not arguing that using up your resources in 2 rounds isn't a problem, or using up your resources in 4 rounds. It is more than possible to have 4 encounters within 15 game-time minutes. Hence my statement that "Having to rest after 3-4 encounters is not, IMHO, greatly different than having to rest after one."</p><p></p><p>You seem hung up on both the time frame (1 round or 1 encounter followed by a rest is a problem; 4 rounds or 4 encounters is not) and the effect that causes the rest. The specifics of the time frame, and the specifics of the effect, are not IMHO important.</p><p></p><p></p><p></p><p>So, if I understand correctly, if I need 90% of my resources for an average encounter, and I have only used up 20% of my resources, because this is not going nova, I will not rest? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> </p><p></p><p>IMHO, it doesn't matter whether your resources get used up in a bang, a whimper, or a series of whimpers. What matters is whether or not you have no reason to conserve them.</p><p></p><p>Get past the idea that using your resources in 1 round (or even 1 encounter) is the sum total of the problem, and you'll be better able to respond to the argument I am making (rather than the one you are "hearing").</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3834182, member: 18280"] Time is only a resource where the passage of time means something. When we discuss the 15-minute adventuring day problem, I assume that we can agree that it is caused (in part) by expenditure of resources that the players deem important faster than verisimilitude allows for. It doesn't necessarily have to be spent in 15 minutes, nor does it necessarily have to be spent in 1 round. It just has to be spent more quickly than is desireable, followed by the PCs resting to recover it. I am assuming that you are not arguing that using up your resources in 2 rounds isn't a problem, or using up your resources in 4 rounds. It is more than possible to have 4 encounters within 15 game-time minutes. Hence my statement that "Having to rest after 3-4 encounters is not, IMHO, greatly different than having to rest after one." You seem hung up on both the time frame (1 round or 1 encounter followed by a rest is a problem; 4 rounds or 4 encounters is not) and the effect that causes the rest. The specifics of the time frame, and the specifics of the effect, are not IMHO important. So, if I understand correctly, if I need 90% of my resources for an average encounter, and I have only used up 20% of my resources, because this is not going nova, I will not rest? :confused: :uhoh: IMHO, it doesn't matter whether your resources get used up in a bang, a whimper, or a series of whimpers. What matters is whether or not you have no reason to conserve them. Get past the idea that using your resources in 1 round (or even 1 encounter) is the sum total of the problem, and you'll be better able to respond to the argument I am making (rather than the one you are "hearing"). RC [/QUOTE]
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